Monday, 17 April 2017

1/3000th Naval Modern

Hi ( and Happy Easter) ,
Spent last week with a good ( and now old) friend testing the GRASP rules I've written. The play-testing with different  periods and scales has  been a real help in tweaking the rules. We tried playing a Modern naval game where one element equals 1 real ship / aircraft, with a scale of around 1 inch to 10 nautical miles. The game was played over 3 nights, with a couple of turns per hour. I think the  game was resolved at around 6 turns. It might seem 2 turns an hour is not much although much of the time was spent discussing what was working, alternatives and stopping to eat toast.

Now I must have bought these at least ten years ago and after one  long-winded attempt at Harpoon (3 hours to track and resolve one torpedo firing) I knew I needed something that was quicker, less fussy around insignificant differences and generally easier for my shrivelling brain. So, after playing with two Leander Class ships and 15 phantoms on the British team v a much larger Soviet team, a grand tactical subset of the rules is in progress ( just means some of the extant rules can be  ignored).

Having lost the entirety of the Soviet air cover to  F4Ks I decided to paint up the  rest of the figures I had and post them up here. If I get carried away and start playing naval games a lot, I'll create a new sub blog link on the right of this page.

First is my  UK fleet circa 1980 something,

So at the rear are my three Victor bombers intended to act as K tankers ( supply is a integral aspect of the GRASP rules), on the large bases furthest away - two Leanders, then two Leopard Class , and   three Trafalgar class subs. In front are ten Phantoms.

Looks like I need more practice at painting these tiny ships and trying to get realistic water effects.

Second is the Soviet fleet:

As you can see there are two distinct sea colours. As ever I  never manage to get the basing the same after a long break.

These are the Kashin and the Kashin Mod. with their attendent Kamov helicopters. I'm thinking about using a hole punch to make some clear discs for these...

This is the Moscva helicopter carrier at the front and behind is the Kiev aircraft carrier.

 Three Myasishchev bombers equipped with what looks like very  capable low altitude  navigation.

Three Akula class (rear) and three Tango class subs. looking at these I think theres a small improvement on my first effort (at the  very back).

I tried  painting the subs  a dark 'german' grey with an Army Painter dark wash over the top. I mixed my own sea green colour for the bases, which means - yet again, I will  have bases of a different colour next time :(
 and a gaggle of Beriev ASW aircraft.

 Ten (one is hiding) MiG 25s, although I used some of them in the test as SU33s. ( I got their stats wrong and the F4Ks made short work of them!)

Lastly, A line of Yak 38s already for action, although I've just checked my references and I need white tail tips and intake leading edges. Ho hum, back to the  paintshop...

Thanks for  looking :)

Saturday, 25 March 2017

28mm fantasy characters

Here's a few figures I've just finished for a friend -

More pics in the Figures and dioramas section  -->

Thanks for looking :)

The Scene - Jet bike riders

Just finished a small group of jet bike riders from The Scene..

I think I prefer the silver schemes  and I  do not like the desert camo, so I might have to repaint it. The figure have elongated  aerodynamic  helmets which  will make them suitable riders for some  humanoid aliens I have with elongated heads. More pics in the Sci fi section --->
Thanks for looking :)

Friday, 27 January 2017

New GRASP Rules - Play anything :)

I've uploaded a new set of rules I've written  that should enable anything to be played against anything.

If you have time and inclination to try them I would love to hear any feedback.

GRASP - Generic Rules for All Scales and Periods         
These rules are written in an attempt to broaden the range and scale of conflicts covered by the DBx / HoTT systems, to allow the players to customise various troops and army lists to suit their inclinations, and to reduce the high impact of ‘luck’ or disproportionate effect of dice on DBx games, especially when there are few elements and lucky dice throws may seem more influential than a sound plan and good tactics. It is still possible to get sudden death situations where the units are greatly disparate in combat strength, condition or quality or have become fragile due to operations. Although I believe that players are more than capable of determining the proper characteristics for their units, I appreciate that some may prefer the ease of having units pre-built, and for this reason I have attempted to show the GRASP versions of most DBx and some other units at the end of these rules.

Factors are increased to allow for more disparate armies to be deployed with a points and fatigue system to measure both the battlefield value and fighting condition of the units. Maintaining supply to units is essential to prolong their active participation and so there are supply units as well as several unit specialisations. Overall, the number of different unit types has been decreased to simply describe a unit’s battle function. The unit’s individual combat and other factors now determine how it is used.

Ground Scale -
The ground scale is measured in MU’s or Measurement Units. This be in inches, cm’s, base widths etc. as preferred by the players. As long as all players are agreed to use the same MU any unit can be used.

CC – Close Combat
FS – Fire Strength
FR – Fire Range
CP  - Command Pips
CR – Command Range
MV- Move
Fat - Fatigue
MU –Measurement Unit

There is little rounding of die results required but if it does become necessary rounding is to the nearest odd value. For example: A unit enters an area of light terrain and must move ½ its rolled die score. It rolls 1d10 and scores 7 which is halved to 3.5 and rounded to 3. A roll of 1 is halved to 0.5 and rounded to 1.

Die Levels
Unit attributes are reflected by ‘Die Levels’.  Units may use variously, d4, d6, d8, d10, d12, d20 and D100 or average versions of the same to determine the outcomes of movement, command, shooting etc. Units having superior ability in one another area can roll two dice of a given level, choosing the best outcome (+Tech). Units of a markedly inferior performance (-Tech), are given the lower of two dice.

For example:  A unit of Moscow militia are issued with pikes. A d6 Close Combat is appropriate for Pike units but the Militia are not a solid body well trained in its use and so are downgraded to use 2d6 and take the lower result. (<2d6)

Units using the lower of 2 dice are costed at the next lower die cost so a unit using  the lower of 2d6 (marked as <2d6) will pay 4 points for their Close Combat as would a unit using 1d4. Similarly, a unit using the highest of two dice rolls, lets say a unit using d4 (marked >2d4) would pay 6 points, the cost of the next higher die. Thus superior troops of one type may exceed in cost the poor troops of ostensibly more powerful units. Superior cavalry costing more than the worst of knights would be an example.

Playing Area
Layouts can be of any size or shape and are divided into quadrants by imagining a cross centred on the table’s nominal centre.

Terrain represents not only topographical features but also climatic and other environmental aspects such as tides, storms etc. It is suggested that each player has up to 1 chosen terrain feature per 100 points of units. Each terrain piece measuring no more than 10 mu’s in any direction may be positioned in a randomly diced for sector of the table. Any time a maximal score is rolled for pips that player may have the opportunity to place 4 x1 mu  sized area of difficult terrain in a randomly diced for quadrant of the table. This terrain must be placed with its long edge adjacent to any difficult or impassable terrain. In addition, a randomly rolled for weather event takes place. This recreates changing weather and natural disasters, and can be used to explore combat in hostile environments.
Terrain that a unit starts in cannot be impassable and is tested the first time a unit tries to move / fire in or into it.

Preferred Environment
The prevailing conditions may be chosen as part of the scenario or selected by the low pip scorer on deployment. Preferred environment is chosen prior to the game by each commander. The environments are as follows:

Wet –Cold 4-5
Temperate  9-12
Dry –Cold 18 - 19
Wet 5- 7
Temperate 13-15
Dry 20 - 22
Wet – Hot 8-9
Temperate 16-17
Dry- Hot 23-24

Each army (or occasionally species) will choose temperate and one other condition as Preferred. Then choose one other condition as Un-preferred. Then roll 4d6 to determine the prevailing conditions if not established by agreement or scenario. Any species fighting in Un-preferred conditions will find all terrain 1 level harder to negotiate Good to Light, Light to Difficult, etc.

Two systems of deployment are suggested. Open deployment provides for a faster game, while Blind deployment provides for a more realistic fog of war effect.

·         Open –
All players roll 1d6. The low scorer goes first to deploy one terrain piece in a randomly rolled for sector followed by next highest scorer. One terrain piece may be placed for each 100 points of army size. After all players have had a chance to lay their allocated number of terrain pieces the low roller chooses their preferred quadrant. The next highest roller chooses another quadrant and so on. Then the low scorer places all their units, followed by next lowest scorer and so on.

·         Blind –
Blind deployment recreates some sense of ‘fog of war’. Deployment proceeds as above except units are marked on map and represented with markers until they are spotted or contacted.

Units may remain un-deployed for future turns. This avoids having units sitting in the front line when they are not required. In order to bring reserve units on table requires a pip die score of 6 or above. If using a d4 for pips, a d4 must be scored followed by a score of 3 or 4 in the following turn’s pip role.  Reserve units may be reallocated as Off-Table for 1 pip each.

·         Any turn where - no orders are issued, no firing takes place, and no units are moved or –
·         All agreed objectives are met or -
·         All of one side’s units are either captured, killed, reserved, off-table or without a fatigue die, the battle is ended.
The winner is the side which has lost the fewer total points of destroyed units and points lost by surviving units.

Fatigue reflects the capacity of a unit to persist in the face of the enemy, maintaining combat effectiveness.
Fatigue is measured by dice. A negative combat result will drop the unit’s die to the next lowest level.  After a unit looses its d4, all combat die rolls are a -1 but still rolls a d4 for cc but only a 1 will count and leads to the surrender of the unit. Any other score will result in Close Combat, Fire Strength or MoVe being reduced by one die level as the phasing player prefers.


Units receive a -1 to all die rolls when the d4 is lost. Units moving underwater and flying units which will descend 1 height level per turn or, if in a void, movement continues in a straight line at the current speed until boarded, captured, destroyed or the unit leaves the table. Units with zero fatigue may not move closer to any known enemy unit unless attempting to flee through a gap in enemy positions.

Pip scores may be reserved. Any unused pips after the issue of command markers  is complete can be reserved and used  during the later phases of the phasing player’s turn or during the opponent’s phases.  Different die are used for each ‘command’ unit, each die costing five times its maximum score. A nominal 1d4 will cost 20 points, a normal 1d6 will cost 30 points, 1d10 will cost 50, etc. for ‘low-tech’ command systems i.e anything less effective than high frequency radios. More effective command systems are called ‘High tech’ and these cost 10 x the maximum die roll possible.

Command Markers
Command markers are placed to indicate the immediate objectives, direction of travel and facing for units. Pips are required to place command markers and once in place units must try to move closer to them each turn that no part of the unit or group is in close combat with enemy.

Turn sequence
All players roll their pip die together at Step 4. The players take turns in being the phasing player for each step starting with the highest scorer and moving to the next lowest, and so on.

1-Resupply any units in contact with supply units. Deduct fatigue from supply units.
2-Move fleeing units from previous turn.
3-Move any units using low-tech command towards their current command marker.
4-Roll for pips.
·         Check for environmental terrain if minimal pips are scored.
·         Place or adjust command markers using any or all pips as desired.
·         Move those units using high-tech command.
·         Move any units not otherwise given orders that are subject to Signals Warfare.
·         Note reserved pips.
5-Check if any ambushes triggered. Ambushers may fire.
6- Move ambushers using reserved pips. Remove smoke not on destroyed units.
7-Fire any other firing units. Deduct Fatigue from losing targets and units rolling maximum damage roll.
8- Resolve Close Combat.
·         Command units may use reserve pips to modify the die roll of any friendly unit in command range by 1 (if high tech) or in base to base contact otherwise.
·         Deduct Fatigue from losers.
·         Conduct engineering  

Unit types
 Each unit can be one of the Firing Types and /or one of the Close Combat types. Any or all ‘Specials’ can be chosen.

Command bases
Any base may be designated a command unit by paying 1 point per 1MU of command span. Command spans are halved if the target unit is hidden by intervening terrain. Units beyond the command span can be given orders for 2 pips. Intervening terrain can be ignored by command bases if they or any part of the target unit are higher than the intervening terrain or if they pay 2 points per MU of command span to become ‘high tech’.
Signals Warfare - Any command unit that has paid 2 points per MU of command span may intercept and / or disrupt enemy command who have also paid 2 points per MU of command span, trading 1 pip of reserved pips to eliminate 1 pip from the opponents next pip die (before they roll) or 2 pips to cancel a particular order as it is issued. 4 pips may be used to issue an order to an enemy unit within command range.
Commands may take immediate effect if sent by ‘high tech’ units otherwise are received in the following turn, with the various command markers being placed taking effect in the following turn.

Any unit may be designated a supply unit. This unit may give a fatigued unit die from its own fatigue pool. For each fatigue die replaced the supply unit loses 1 fatigue die. Fatigue dice are transferred at the rate of 1 per turn if either unit is moving otherwise up to 2 dice per turn. A unit cannot have its fatigue raised beyond that of the supply unit before resupply begins.

For example:
A VC10 K with a fatigue die of 1d12 having already reached  its command marker does not need to move this turn  (it is assumed to be circling on station). A single Phantom unit (with a starting fatigue of 1d6) reaches it (as the Phantom’s command marker required) and on the next turn may begin transferring fatigue dice. The Phantom is down to 1d4 fatigue and may receive 1 die of fatigue. The Phantom’s fatigue goes up one step to 1d6 and the VC10’s fatigue goes down one step to 1d10. If instead there had been three Phantoms at 1d4 fatigue, the VC10 could have refuelled all of them up one step in one turn and lost 3 dice of fatigue ending up 3 steps down with a fatigue of 1d6.
Alternatively, our VC10 could use 1 fatigue die (going from 1d12 to 1d10) to bump another VC10 from 1d10 up to 1d12.

Any unit may be designated a carrier unit which can carry up to as many units as will fit into its own base area. Each unit is counted towards the fatigue level of the carrier. A carrier with d10 fatigue level could carry units that have a total of four fatigue levels, e.g. 2 units with 1d4 fatigue or one unit with a d10 fatigue. The carrier suffers minus fatigue if additional troops are carried although the units carried can never exceed in base area that of the carrier. Transporting units will not use up fatigue points. Fatigue points for carriers simply indicate their capacity, although fatigue points will be used up by combat and reduced fatigue points for a carrier unit will indicate reduced capacity.

Engineers can be of any unit type; however they also are able to expend fatigue to create low  terrain or light terrain  in good going, modify light terrain into difficult or difficult into impassable and also in  reverse to make obstacles easier to negotiate.  It costs 1 point of fatigue, 1 pip and takes 1 turn per modification and the modification covers an area 1 MU squared adjacent to the unit’s front. As an example - an impassable river 1MU across can be modified into difficult in 1 turn, light in 2 turns and good going in 3 turns. It would take 6 turns to modify the same river if it was over 1MU across but no more than 2 MU across.

Close or Loose
Additionally- Units may be Close or Loose. Scouts and Skirmishers are always loose.  Any other unit type/s with a second friendly unit in contact to the rear is close.
Units firing at a close order unit enjoy a +1 to their firing die roll.
Close order troops enjoy +2 to their Close combat die roll

Big or Small
Big units are those with a base depth double or greater than one mu or with a base width double or greater than one mu. These are easy targets and firing at them enjoys an extra die roll; choose the best result. Big units may pass through Light terrain without penalty and use the highest of two dice rolls in close combat.
Small units are those made up of small and/ or ‘agile’ troops such as wild pigs, swarming bees, a small fellowship of hobbits etc. These pass through light terrain without hindrance and may be passed through by any friendly unit or any enemy unit that has not suffered an adverse combat result. They may themselves pass through any unit as long as they themselves have not suffered an adverse combat result. These are a pain to shoot at and hit, so the firer rolls two dice and picks the lowest! Small troops in CC use the lowest of two dice rolls.

Hordes units receive 1d4 fatigue points. After being neutralised they return to the base edge and cost 2 pips to activate each time. All hordes in any one command must be grouped together and may not voluntarily separate from the group.

Firing Types  
Range / Effect / Notes
2 per MU FR
Hits on even die scores only  if target un-spotted by scouts in command range  or command units.
1 per MU FR

Special – All round fire (ARF)
Fires at 1 die less  from any second arc
Arcs are 45 degrees
Special  - Continuous fire (CF)
Affect all units in line of fire  to target if direct
Special -  Area fire (SF)
Affect all units within 1MU of target
Special – Range  Superior (+Tech)
Best of 2 dice.  
Special – Range Inferior (-Tech)
½ FR
Least of 2 dice.
Special – Damage Superior (+Tech)
Best of 2 dice. 
Special – Damage Inferior (-Tech)
½ FS
Least of 2 dice.
Up to 2 additional units may provide supporting fire. Roll each die for up to three firing units and choose the best result.

Combat  Types  
Modifier / Condition

ID enemy troops in Fire range. Draw becomes Loss
May recoil / flee after any combat

Draw becomes loss. May recoil / flee after any  combat

Must be map marked in terrain at beginning of game.
1 free activation if enemy comes within fire/ move range

May ignore recoils for extra fatigue die loss

+1 to enemy shooter when shot at. If destroyed may re-spawn for 2 pips at base line. A drawn or lost combat will cause them to flee or if they roll a 1 and are not destroyed they surrender.

Destroyed by any draw or loss. A win causes two die fatigue drop to enemy. 2 pips for first move then free.

May re-spawn for +2 pip.  Removed if forced to leave terrain. Deployed in any light or difficult terrain.
Special – Green
½ CC
Draw becomes loss
X2 pips
Special - Elite
May use 1 reserved pip to add 1 to any die roll before rolled.
Special – Armour Superiority (+Tech)
Best of 2 dice. 
Special – Armour Inferiority (-Tech)
½ FS
Least of 2 dice.
Special - Impetuous
Free 1 mu move to contact recoiling/ fleeing enemy.
1 reserved pip to hold if enemy recoil/ flee.
Special - Carrier
X2 Fat
Units carried may also fire at 1 die level lower. Use highest single die. Carried units get Carrier’s CC
All units carried lose 1 fatigue die  if carrier loses combat
Special -  Supply
X2 Fat
Draw becomes loss
Special - Engineer
X2 Fat
Draw becomes loss.

When a Horde or Denizen unit is destroyed the enemy team gets the full points value of the unit added to their Victory points.
Up to 2 additional units may provide close combat support. Roll each die for up to three fighting units and choose the best result.
A close order unit in close combat with a loose order unit receives a +1 to its combat die roll.

Basic Points Costs for Command, Combat and Firing Factors
CC Strength
Fire Strength
Command Pips
Command Range
1 point  x maximum die score
1 point x maximum die score
1 point x maximum die score
5 points  x maximum die score (x 10 for Advanced
1 point per mu

Movement Types
Movement types
Special - Teleport
Not within 3 MU of enemy  Move every other turn max
1 per mu
Up to 90 deg turn per move
Reliable (+Tech)
As per die roll  - Best of 2 die
Unreliable (-Tech)
As per die roll -  Least of 2 die
Special - Agile
Up to 180 deg turn per move
Special - Clumsy
Up to 45 deg turn per move

Passing through
In order to pass through a friendly unit it must be facing in the same or opposite direction. After a non adverse CC result a unit may pass through a loose enemy unit stopping once they have cleared the enemy’s base. Where both players have loose units in this situation the phasing player has the option to pass through.

All units with movement factors greater than 0 must recoil 1 mu from an adverse combat result except Assault units, and Engineer bases which may lose an additional fatigue die to ignore the recoil.

Pips may be reserved to hold fleeing units at the cost of 1 pip per base which must be in contact with a Command base.

Once units have reached a 0 fatigue level any fire or combat may trigger a flee move. Each time a unit with 0 fatigue is contacted by recoiling or fleeing friends, enemy or fired upon it must roll 1d6 before the firing or combat is resolved. If the roll is a ‘1’ the unit will surrender (Assault troops and terrain do not surrender) otherwise the unit will make a full flee move directly away from the facing edge of contact moving the minimum to avoid enemy zones of control.  If other enemy units are already in contact the unit is considered captured and removed from the table. Otherwise, in order of preference, it will continue to flee directly towards:

a)      A friendly or neutral camp, defence or BUA within 10 MU
b)      A supply unit within 10 MU
c)      A friendly command base within 10 MU
d)      The nearest point of the edge of the battlefield upon reaching which the unit is removed.
Friendly units may fire upon fleeing friends or if contacted, engage in close combat if desired. Any unit that is contacted by a fleeing unit and does not destroy it must roll 1d6 and score less than its current fatigue die value or join the route and flee once in the next move.

Any target unit in combat is immediately destroyed if its opponent’s modifying die is greater than the targets die and the target rolls a ‘1’ and the opponent’s die roll is equal or greater to the target’s maximum potential roll. A vehicle or large unit that is destroyed is left on table. It blocks line of sight and is considered difficult going. The line of site is blocked to a height determined by rolling on the Terrain Level table below.
E.g  A skirmish  unit with a CC of 1d4 is being fired at by a unit of artillery with a Fire Strength of 1d6.  When the artillery fires at it, the Skirmish unit rolls a ‘1’. The artillery rolls a ‘4’ and the target is destroyed.

Terrain is classed as light, difficult or impassable. It may also be classed as low, medium or high.  Where line of sight is specified it means that an enemy unit must have line of sight to the target or have a friendly scout unit with line of sight if using indirect fire. Penalties are cumulative. Roll for any terrain moved into to determine its condition as per the table below. Alternatively players may specify terrain as it is chosen before it is assigned to a sector.

Terrain 1d10
Movement Penalty / Ignored by
Combat Modifier
Good Going 1-4

Light 5-7
1/2  move (min. 1 MU) / Small, Big, Agile, Flyers, Tunnellers
 -1 to attacker if defended
Difficult 8-9
1/4 move (min. 1 MU) / small, Big, Agile. ¼ move ( min. 1MU) / all others
-2 to attacker if defended
Impassable 0
No move
-4 to attacker if defended

Terrain Level
Ignored by
Penalty  if target beyond or within terrain but not at edge
Low 1-3
Flyers at medium
-1 to firer unless higher
Med 4-5
Flyers at high
Indirect only or  with  line of sight -2 to firer
High 6
Indirect only  or with  line of sight -3 to firer

Units may fire out from the edge of terrain without penalty.
Units moving up a level in good going do so at ½ MV to a minimum of 1MU.
Units moving down a level in good going may do so at 1.5 x MV. Flying and underwater units on 0 fatigue must move down a level at 1.5 x MV.

Any unit touching impassable, difficult terrain or reaching distant, ground or surface level, travelling above its normal speed is deemed to have crashed and loses all fatigue.
Terrain may be engaged with fire or in close combat. If the terrain loses, the nearest 1mu sq will be downgraded to the next lowest terrain type. If doubled, the terrain will become harder to navigate and will become the next highest category.

Multi Terrain Movement
Such as amphibious units – these must pay for both ground movement and water movement. Movement rates may be different. This applies to any unit that enjoys movement in more than one medium. Thus to represent an engineer unit we might pay normally for their ground movement and additionally for a small tunnelling move.

Tunnellers, while tunnelling, are protected from close combat except with other tunnellers and from firing except from other tunnellers who have line of site. Tunnellers can be engaged with air and ground fired weapons if they are at near surface level at 2 die levels less to the firer. So a <2d12 V2 rocket will use <2d8 when trying to take out a tunnelling unit just below the surface (called ‘Near Surface’ level). If the tunnelling unit ascends to ground level the V2 can attack them with its full <2d12.

Flying, Tunnelling and Swimming
Flying, tunnelling and swimming occur at 3 different levels –
Near Surface, medium or distant altitude / depth-
There are seven levels in all –
Distant                                                             Flying
            Medium                                              Flying
                        Nr Surface                               Flying
Tunnelling or Swimming         Nr Surface
Tunnelling or Swimming                     Medium
Tunnelling or Swimming                                 Distant

Shooting at Flyers (or optionally further) To fire at something on the next level- short range (4MU) a score of 4 or more on Fire Range die is sufficient. To fire at something 2 levels away - medium fire (6MU) (6 or more)is needed and to fire at something three levels away – long range fire (12MU) (12 or more) is needed. Beyond that a d20 is required. Sub–Orbital units are considered one level beyond Distant (Flying) and Orbital Units and extra Orbital Units are considered two and three levels above Distant (Flying) respectively.

Climate and Environmental Terrain
Climatic Terrain represents temporary weather effects. Weather maybe changeable and may move across or around the battlefield.

For example,  if fighting in modern Britain one is subject to the dismal twelve month season  of Winsprummertumn which consists of rain, low visibility, changeable winds, electrical storms and brief interludes of stifling heat sometimes alone, in pairs or all together. We do not concern ourselves with the particular climate but with the impact it has on the armies.

Due to the many varied preferences of species and the impact of directionality of weather on units, weather is abstracted to a die roll. This die roll may also instigate a climatic or terrain event on part of a table. Since most species will die without some form of shelter it is assumed that weather is essentially maelevolent. So there is more likely to be adverse weather than pleasant weather. Weather is cumulative, so if one weather effect is in place for 4 turns and on turn 2 a different weather effect comes into play for two turns, for turns 2, 3 there will be two cumulative weather effects.

In any turn where the total command pips rolled for one side are maximum, a weather event is thrown for: 2d6 are thrown. Total determines area and duration. The difference in scores reflects the ‘wind’ effect which may include tides, minor quakes, solar winds etc.


Area effected
Perfect conditions + 1 fatigue
1 unit p/side p/ turn
1d6 turns
Environmental terrain
2 turn
Environmental terrain
1 turn

1 turns

2 turns

3 turns
Random Light -> Difficult
1 terrain piece
Random Difficult  -> Impassable
1 terrain piece
Double all fatigue on losses
Until maximum pips
All units in difficult terrain
Strike  units at 1d4
1 turn
Catastrophic event
Strike all units at d6
2 turns
1/2 CR/ FR
Unless Advanced or + Tech
1/2  flying and swimming MV
If moving against
+ ½ move if with
1/2  flying and tunnelling MV

1/2 MV on ground

1/4 CR/ FR

No wind / tide.

Direction Table (unless ‘No wind)
1d4-1 North to south
1d4-2 East to west
1d4-3 South to north
1d4-4 West to east
When a 2 is rolled the units receiving the fatigue bonus must not be in close combat.
When an 8 or 9 is rolled on the above table, a random piece of terrain is treated as being one level more severe.
Environmental Terrain
A terrain event of a maximum size of 4 mu sq may be placed adjacent to any difficult or impassable feature to represent landslide, avalanches, flooding, eruptions etc. All units caught within the area are subject to a 1d6 CC + 1d6 combat roll. 

Special Rules
Units in space – are deemed to be in orbit at ‘Distant’ level if atmospheric or other surface units are in the majority. If space units are in the majority then surface units are considered to be at ‘Distant’ level.
Units in space without surface units in play may operate at six levels Distant (Top), Medium (Upper), Ground /Surface, Medium (Lower) and Distant (Bottom).
Space is an unforgiving environment for most of us and weather / climate rules apply representing radiation, solar winds, meteor showers etc.
Firing - For units in space, firing ranges are measured as normal (there are no particular requirements to hit units at different levels) unless firing on a surface unit.

Optional Rules

Boarding - If a non-small vehicular unit or carrier is doubled in firing or close combat boarding may take place. The losing unit can be boarded by the winner (if the winner has teleport if doubling by fire) and / or by up to two supporting units (teleporting if doubling by fire). The CC values of both units are used once per turn as normal to determine the combat outcome except that the action continues wherever the loser goes until it wins a combat at which point the boarding action is ended. If the boarded unit reaches <1 fatigue it is considered captured and may be re-staffed and repaired (resupplied) to restore fatigue. It now counts towards the capturing army’s total points and its subsequent loss would count against the new owner.

Ramming – Initiating CC with a vehicle on any facing of an enemy unit or with an assault unit, or with a vehicle on a terrain piece, may be declared a ram. The units use 1d6 if medium and 2d6 if large plus their CC.
If the ram hits the leading edge or front of the target unit, the rammer uses the lower of two CC dice rolls.
If the ram hits the retreating edge, side or rear of the target unit, the rammer uses the higher of two CC dice rolls.
Add both rolls together for each party. The low scorer loses an additional fatigue and if doubled – is destroyed.

More Optional Rules

Off-Table Support
Off-table support is available and may take various forms:
Command – An off-table command unit may command units on and off-table. If the command unit is ‘Advanced’ and has the Command Range to reach the enemy base edge it may engage in Signals Warfare with enemy off-table units as well as any on-table units within range.
Fire from off-table and sub-orbital, orbital and extra-orbital units is treated and costed as indirect fire and ranges are paid for and measured from the player’s starting base edge.
Off-table support can be engaged by enemy on or off-table units that have sufficient range to reach the friendly base edge. Unless the off-table unit is an Ambush unit, calling for off-table fire requires a pip die score of 6 or above If using a d4 for pips a d4 must be scored followed by a score of 3 or 4 in the following turn’s pip role.  Ambush units will activate when an enemy unit comes within their FR. This particularly suits AA defences, CIWS etc.

Recruiting Captured Units
After the battle is finished roll 2d6 for each captured unit. If both dice are equal then the unit joins the enemy team.

Fires, Smoke and Dust
Fires, smoke and dust created as a result of natural causes is covered by the environmental terrain system. Optional rules allow for these to be created by units as follows.
Smoke may be fired by any unit at an additional cost of 5 pnts. It is placed on a target marked by a command marker if a successful hit is obtained or adjacent to the firing unit. Moving through it is considered as ‘difficult’ and it blocks line of sight.

-Tech (inferior) handguns, cannons and muskets will create smoke (for free!) immediately to the front of their unit after firing.

Units that pay an additional 10 points may start intentional fires which are placed on a target marked by a command marker if a successful hit is obtained or adjacent to the firing unit. It is considered difficult terrain, causes an immediate d6 CC and it blocks line of sight. Accidental fires are created in dry terrain if the firing unit’s damage die score is maximal. On a 1d6 – 1-3 the fire is on the firing unit, 4-6 the fire is on the target unit. In order to put the fire out the unit must do nothing else for one turn and take a 1d4 CC.

Dust is created by moving units in dry conditions or by units moving along the seabed where the terrain is good going. The 1mu sq of ‘dust’ remains adjacent to and down-wind of the moving unit and is treated as difficult terrain.

Mines are a particular type of Ambush unit. They may fire and / or move once activated as for normal ambush units but attacks must be focused on the triggering unit/s. A fire range of 0 means they can only be triggered by contact and as such they are then treated as difficult terrain although paid for as a unit. All units contacting such a unit must take a CC each round they are in contact. Engineers may work their magic to degrade and remove the mine terrain, making it light or eventually good-going.
If mines are laid on terrain, degradation of the terrain will degrade the mines by the same level.

For example: Difficult mines (CC d8) are laid on light woods. An artillery unit shells the woods making it worse! The woods become difficult but at least the mines are thinned out and now represent light terrain with a CC of d4.

We've played a few test games. They seem to take no longer than a  dba type game except that time is needed initially to design the armies and there's a lot more die rolling. The fatigue rules mean that more thought goes into having reserves and maintaining chains of supply.
Well that's it so far! What do you think. :)